673f92cbabbfd

673f92cbad107
13 Guests are here.
 

673f92cbad764ZylonBane

673f92cbad7c4
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

673f92cbadaffSystem Shocked

673f92cbadb5a
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

I'm a noob (except for the downloading part). How would I be able to do that?
« Last Edit: 14. July 2014, 23:11:14 by System Shocked »

673f92cbadf77System Shocked

673f92cbadfd3
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

For consistency, shouldn't all same model/type lights have the same attributes, appearance/lighting characteristics wise?

673f92cbae11fvoodoo47

673f92cbae173
by downloading the attachment and dropping it into DataPermMods, DataTempMods, or any mod folder under obj.

673f92cbae22eSystem Shocked

673f92cbae27e
I thought these new .bin files were being posted because Olfred had to rework them in some way in order to fix a problem.

Thanks, much obliged.
673f92cbae549
No, sometimes ZylonBane fixes minor things himself. Not everything is a request. 

673f92cbae5fbvoodoo47

673f92cbae64a
was playing with the latest conduit parts (from v08), and while they seem to work reasonably well after the dml fix, I still think a 1:1 replacement would be preferable.
673f92cbae73c
1:1 is not viable because the original model is just too small.
And it was bugging out on the physdim already anyway.
Acknowledged by: voodoo47

673f92cbaea40voodoo47

673f92cbaea98
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
unless I'm mistaken, you have used the old, unfixed model with missing back side. the fixed one is here.

also, attaching three SHTUP models that need the same treatment as their orig equivalents - lights missing back sides, bulk switch the same.
« Last Edit: 20. July 2014, 20:45:13 by voodoo47 »

673f92cbaeb7bZylonBane

673f92cbaebce
Oops, yeah, I did. Probably best to make the change properly in Blender than to run the upgraded model through bintoe/bsp.

673f92cbaec61voodoo47

673f92cbaecae
well then, Olfred, would you kindly.
673f92cbaed6a
What's so special about the SHTUP models that they can't use the original ones?

673f92cbaee18voodoo47

673f92cbaee66
SHTUP enhances some of the obj textures, and the modified models are required to load them properly. for example, the orig wedge light has only a single color glass, while the SHTUP model uses a full texture.

673f92cbaef0dZylonBane

673f92cbaef7d
The original wedge light uses a texture. It's just a solid-colored one.
673f92cbaf08c
Here are the light models.

I didn't saw any difference on the shtup bulkdown so I left it out.

673f92cbaf304voodoo47

673f92cbaf360
difference on the shtup bulkdown
no idea what difference between the orig and SHTUP bulkdown is, ZB would have to answer that.

673f92cbaf45bZylonBane

673f92cbaf4ae
Hey Olfred, if you have some spare time, could you run a 16 x 16 surface subdivision on these models? It's just a couple of one-sided flats that I'd like to improve the lighting on. I know we tried this before with the teeth, but these objects don't move, and the exporter has gotten a lot better since then, so I figure it's worth another shot.

[qbr_walls.7z expired]
673f92cbaf5a2
I also exported a new gizzard some while ago.
Did you ever tested that out?

673f92cbaf730ZylonBane

673f92cbaf77f
Just tried the updated gizzard. Still looks weird. I wouldn't worry about that one anymore, it's basically the worst-case scenario for this sort of thing-- an all-white object, in motion, with a bright light very close to its surface.

The QBR walls, on the other hand, are nearly a best-case scenario-- stationary objects, with dim light distant from the surface. Check it out:



The lighting is nearly indistinguishable from a lightmapped terrain surface. It even looks good when you go inside and look around. The visual artifact when shaded polygons cross a screen edge isn't noticeable at all, due to the minimal brightness changes across the surface.

So, success!  :thumb:
673f92cbaf8ae
Sadly it's still lighted a tad differently.
Like a blueish tint.

673f92cbaf941ZylonBane

673f92cbaf9cc
The last shot is from a different map.
673f92cbafac2
Yeah, I know.
I was referring to the fact that you can clearly see that objects are lighted differently.

673f92cbafb6eZylonBane

673f92cbafbba
If you're just comparing the two object screenshots, then I'm not sure what you're lamenting. There's some blue on the back wall in both shots. That's because there's a blue light shining into the QBR booth.
673f92cbafc8b
I'm comparing the object with the brush wall.

Your name:
This box must be left blank:

Who's your favourite artificial intelligence:
13 Guests are here.
No you won't understand
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f92cbb317e